#ifndef UColorH
#define UColorH

#include "stdafx.h"
#include "UTypes.h"
#include <map>

class TTextureManager {
	private:
		std::map<std::string, GLuint> texturemap;
	public:
		TTextureManager();
		~TTextureManager();
		GLuint getTexture(std::string texturename, bool isFullPath = false, uint32 MinFilter = GL_NEAREST, uint32 MagFilter = GL_NEAREST, bool powerof2 = false);
		SDL_Surface* LoadImage(std::string filename);
};

extern TTextureManager* GTextureManager;


#endif
